DUPLICATE 

AUCTION 

WHIST 



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PIERRE, SOUTH DAKOTA 




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PREFACE 



In presenting this book to the public it has been my 
aim to furnish sufficient detail to enable the novice to grasp 
the principles and technique of the play. The student is 
referred to the standard works on Whist, Bridge Whist, 
Duplicate Whist, and Auction Bridge, the ancestors of 
Duplicate Auction Whist, for the fundamental principles 
of the game. If the book assists in the smallest degree 
to lift the standard of card playing from one of chance, 
to a plane wherein skill shall be the chief determining 
factor of success, I will be more than repaid for my effort 
in its production. F. G. 



COx\TENTS 

Page 

Introduction 7 

Requisites for play 9 

Principles of play 11 

Technique of play 12 

Laws of the game 18 

Etiquette of the game 36 



INTRODUCTION 



The game of Duplicate Auction Whist was originated 
by the author. Duplicate Whist, a favorite for many years, 
yields first place reluctantly to the -newer game of Auction 
Bridge. The elimination of chance and reward of skill 
emphasized under the duplicate play is lacking in the new 
favorite, and the volumes of praise for its merits are not 
without a tinge of regret that in its play victory should 
so often lie with the run of the cards. Justifiably slow to 
acknowledge the chances of favoritism for the newer game 
because of these weaknesses in its principles; yet com- 
pelled to admit its many sterling qualities, and some fea- 
tures undeniably superior to any of Duplicate Whist, the 
author drafted rules for the play of Duplicate Auction 
Whist and tried some experimental play in this new progeny. 
The results were successful, far beyond his wildest flight of 
fsLTicy, and were the promptings to the more careful and 
more elaborate compilation of laws that is embodied in 
this text; the first to be published on Duplicate Auction 
Whist. 

The game is new, virtually in its infancy, but for it is 
predicted a success and favoritism unequaled by any other 
card game. Combining as it does all the good points of 
the acknowledged two best games of the Whist family. 
Duplicate Whist and Auction Bridge, it is but natural that 
it should leap immediately to the position of prime favorite, 
without waiting for the slow recognition accorded an en- 
tirely new and independent game. 

Many changes have been necessary in adapting the 
principles of the parent games to the offspring. In some 
instances this was an easy matter, while in others to 
reconcile two conflicting principles without losing the best 
of either was fraught with difficulties. An example of the 
latter is the necessary elimination of the rubber of Auction 
Bridge in the duplicate play, as the deals in the overplay do 
not fall in the same rotation as they do in the original 
play. The difficulty has been overcome by dropping the 
rubber and substituting an honor credit of 100 points for 
each game won in the play of a single deal. 



On the whole, the changes from either parent game 
are not so great but that the ordinary card player will 
readily grasp the principles and technique of pla3^ and 
very rapidly develop into a competent player and an en- 
thusiastic exponent of the game. 



REQUISITES FOR PLAY 

CARDS. In the play of Duplicate Auction Whist is 
used a pack of fifty-tY>^o cards, divided into four suits: 
hearts, diamonds, clubs, and spades; each suit containing 
an ace, king, queen, jack, ten, nine, eight, seven, six, five, 
four, three, and two, or deuce. In play the trick taking 
values rank from ace high to deuce low, but in cutting the 
ace is considered a one and the cards rank from king 
high to one, or ace, low; provided, further, in cutting, 
that if two cards of otherw^ise equal value are cut the 
spade is highest, next the club, next the diamond, and 
lowest the heart. 

TRAYS. Trays are used to facilitate the handling of 
the cards after the original play, when they must be kept 
in four separate packets corresponding to the four hands 
of the original players. Each tray is numbered and has 
four compartments for the reception of the four players* 
hands; also an indicator showing VN^hich side of the tray is 
to be placed to the north; and a star, or other sign, 
beside the hand of the dealer. At the end of the original 
play each player shuffles his cards and puts them in the 
compartment assigned to him, placing them face down- 
ward, and the tray is transferred to the table where the 
deal is to be overplayed. In single-table play, throughout 
the overplay the north side of each tray, in turn, is placed 
to the east; in such overplay the trays are not played in 
their numerical order, but should be mixed at the start 
of the overplay and played irregularly; but the score of 
each deal is recorded under its proper number, w^hich is 
to be found on the tray. * 

SCORE-CARDS. Special score-cards are used. Each 
score-card should be provided with a schedule of the 
honor values, for handy reference. The score-card pre- 
sents a central column showing the numbers of the deals, 
flanked on either side by a column for the notation of the 
final declaration, with any double or re-double made. To 
the right and left, respectively, of the declaration columns 
is provision for the record of the trick score, honor score, 
gain, and partners; the arrangement of such columns 



— 10— 



being from left to right, on each side, in the order named. 
The honor score column is specially ruled to permit of the 
recording of four separate honor counts on any one deal, 
and there is provision on the score-card for the record of 
twelve deals. At the bottom is a special form for the 
summary of the play of the twelve deals. Players will 
find it advantageous to use the regulation score-card as 
with it there is less chance of the omission of any points. 

TABLE. Any table may be used, but the regular 
card table is to be preferred. If a small table is used it 
will be found necessary to lay the tray to one side during 
the play of the deal, and if this is done care must be 
exercised that the tray be replaced in its proper position 
before the hands are put into their respective compart- 
ments. 

PLAYERS. Two team.s, or more, of at least four 
players each, are required for the play of Duplicate 
Auction Whist, except in the single-table variety. How- 
ever, tne single-table or memory Duplicate Auction Whist is 
not to be considered in any sense as the equal of Duplicate 
Auction Y/hist as played between teams, for the reason 
that success at its play depends fully as much upon 
memory as upon skill in the bidding and playing of the 
cards. Laws for the play of the single-table game are 
given herein, for the benefit of those who are unable to 
gather together a sufficient number of players for the 
play of the more scientific game; but, like Memory Dupli- 
cate Whist, its play should be forbidden in clubs. 



PRINCIPLES OF PLAY 

In Duplicate Auction Whist the ultimate object is the 
scoring of points. In computing the aggregate scores of 
competing teams, to determine the winners of a match, 
the points scored in the honor column are of equal value 
to the points scored for tricks. However, if sufficient trick 
points are scored in any one deal to win game, the win- 
ners thereof are credited with 100 points in the honor 
column; and this feature, together with the fact that 
partners stand to win more points on both tricks and 
honors on their own declaration than on that of the 
opponents, makes the chief objects those of declaring 
trump and winning tricks. To score such trick points to- 
ward game, and to prevent the opponents from scoring a 
heavy credit in the honor column for under-tricks, it is 
necessary that the partners making the final declaration 
of trump, or no-trump, shall win their contract. The 
bidding of the full value of each hand with judgment and 
conservatism, to avoid a loss of contract, is of prime im- 
portance. Yielding the opponents the declaration when 
certain they cannot win their contract will assure a fair, 
and possibly heavy, score; but should not be done if a 
higher credit can be earned by making the declaration 
and winning game. With no possibility of winning game 
the certainty of scoring honors will be of influence in de- 
termining the wisest declaration. 

Once the final declaration is determined the chief ob- 
ject of the declarant is the winning of his contract, but 
this must not be permitted to obscure any possibility of 
winning game, by finesse or strategy. It must always be 
born in mind that the match can be won only by getting 
full value for every card, since your opponents will later 
have, if they have not already had, your hand to play. 
Therein lies the science of duplicate play in eliminating 
all chance on the run of the cards. A keen sense of 
values, judgment in bidding, and skill in playing spell 
success. 



TECHNIQUE OF PLAY 

111 presenting the technique of piay of Duplicate 
Auction Whist the simplest match is chosen and the play- 
outlined as it would actually occur without any errors at 
play to confuse the beginner. Once the principles of the 
game are grasped from this outline of errorless play, the 
student will readily understand the technicalities of the 
laws. 

MATCH. Two teams of four players each is the 
simplest match at Duplicate Auction Whist. The arrange- 
ment of the players at the tables is by agreement, the 
usual plan being given herewith. Let A B C D repre- 
sent the visiting team and W X Y Z the home team. The 
position of the players is changed after the piay of every 
eight deals; four deals of original play and four deals of 
overplay at each table. This gives a total of twenty-four 
deals played at each table during the match. The posi- 
tions of the players in the different changes will be as 
follows: 



First Second Third 

position position position 

A A A 

First table: W X W Y X Y 
BCD 

Y X W 

Second table C D B D B C 

z z z 



TRAYS, SCORE-CARDS, ETC. The trays numbered 
one to four, inclusive, are used for the original play at 
the first table, and the trays numbered five to eight, 
inclusive, are used for the original play at the second 
table; the trays being exchanged at the conclusion of the 
fourth deal and each set of four trays overplayed. Two 
score-cards are furnished each table and each team thereat 
keeps a complete score, crediting the points to the deal 
corresponding in number to the tray used at that deal. 
It is the duty of the north and south players at each table 
to compare the scores recorded by each side and see that 



—13— 



they correspond. Should they fail to so compare ana 
check the score, the record of the east and west players is 
accepted as the correct score, and that of the north and 
south players made to correspond thereto. 

SHUFFLING. Before the original play of a deal the 
cards must be shuffled. Every player has a right to shuffle 
the cards, but the dealer has the right to shuffle last. 
Having shuffled the cards the dealer presents the pack to 
the player on his right to be cut. The dealer's right hand 
adversary may cut or decline to cut the pack. If he cuts, 
he must separate the cards into two packets, neither of 
which shall contain less than four cards. The dealer then 
reunites the packets, in their inverse order, and is ready 
to deal. 

DEALING. When the pack has been properly cut 
and reunited, the cards must be dealt from the top of the 
pack, one at a time, face downward on the table; the first 
to the player at ihe left of the dealer, and each successive 
card to the player at the left of the one to whom the last 
preceding card has been dealt. The last card must fall 
to the dealer. 

DECLARING TRUMP. When the deal is completed, 
and the players have arranged their cards, the dealer 
must declare to win at least one odd trick with a suit 
trum-p or with no-trump. After this initial declaration 
any player, in turn, may either pass, make a higher 
declaration, double the last declaration if made by an 
adversary, or re-double the double made by an adversary. 
The turn in bidding passes always to the left. An odd 
trick means one trick over six, i. e., if a player declares 
to win one odd at hearts, he must win seven tricks with 
hearts trump to fulfil his contract. The values of the 
declarations correspond to the values of the suits and the 
number of tricks, over six, declared, i. e., a declaration 
of one in spades has a bidding value of 2, one in clubs 4, 
one in diamonds 6, one in hearts 8, one in no-trump 12, 
two in spades 4, two in clubs 8, etc. Whenever the values 
of two declarations are otherwise equal the declaration of 
the greatest number of tricks is the higher declaration, i. 



—14— 



e., two clubs is higher than one hearts, although both 
declarations have a value of 8. 

DOLBLING. Doubling an adversary's declaration 
does not increase the bidding value of such declaration, 
but it re-opens the bidding; and, it doubles the value of 
the trick score should the declarant win his contract, and 
entitles him to a bonus of 50 points, in the honor column, 
for winning his contract when doubled, and an additional 
50 points, in the honor column, for every trick he wins 
over the number he declared; it also doubles the value, 
from 5 to 100 points, of each under-trick, i. e., every 
trick the declarant falls short of his contract, such score 
being credited to the adversaries, in the honor column. 

RE-DOUBLING. Re-doubling an adversary's double, 
of your partner's or your own declaration, does not in- 
crease the bidding value of such declaration, but it re- 
opens the bidding; and, it increases the value of the trick 
score, the bonus, ana the under-trick score to twice what 
it was under the double. 

FINAL DECLARATION. So long as three players 
do not pass consecutively the bidding continues, but as 
soon as three players have passed in succession the bidding 
is closed and the last declaration made becomes the final 
declaration for that play of the deal. 

DECLARANT. The play of the combined hands falls 
to the partners making the final declaration, and of such 
partners the one who first named that suit trump, or no- 
trump, is known as the declarant. The responsibility of 
the play of the two hands rests entirely with him, except 
as outlined in the following paragraph. 

DUMMY. As soon as the declarant's left hand ad- 
versary leads to the first trick, the declarant's partner 
lays his cards face upward on the table in front of him, 
and thereafter takes no part in the play, except to turn 
and quit his cards at the completion of each trick; and, 
that he has the rights outlined in Lavv 74. 

PLAYING. The final declaration having been de- 
termined, the adversary on the declarant's left leads to 
the first trick by placing a card from his hand face up- 



— 15 — 



ward on the table in front of him and near to the center 
of the cable. Dummy's hand is then placed face upw^ard 
on the table and the declarant plays a card from it by 
placing such card face upward on the table in front of 
aummy's hand and nearer to the center of the table. 
Dummy's left hand adversary and the declarant, conse- 
cutively, play to the trick in like manner. Each player 
must play, if possible, a card of the suit led, but he may 
take the trick or not at his option. Should a player 
hold in his hand no card of the suit led, he may discard 
from a different suit, or, if the final declaration was a suit 
trump and not no-trump, he may, if he choose, trump the 
trick, i. e., play a card of the trump suit. When one or 
more trump cards are played to a trick the player of the 
highest trump wins the trick. If no trump is played to a 
trick the player of the highest card of the suit led wins 
the trick. The v/inner of the trick being determined, 
each player turns his card face downward on the table 
near to himself, with its ends directed toward the part- 
ners who won the trick. After playing and after turning 
his card a plaj^'er must quit it by removing his hand from 
it. When the first trick has been turned and quitted the 
winner of the same leads to the second trick and the play 
is continued, in like manner, until the thirteen tricks have 
been played, turned, and quitted. The turn in playing 
progresses always to the left. Whenever the declarant 
wins a trick he must lead to the next from the hand, his 
or dummy's, Vv^hich won the trick. 

SCORING. When the last trick of a deal is turned 
and quitted the first thing to be determined is the number 
of tricks won by each side. This is done by each player 
counting the number of cards in his hand with their ends 
toward himself and his partner, and checking the result. 
If there is any question as to the winner of any trick the 
cards for that trick must be faced on the table, when it 
will be at once apparent who v/on the trick. If the de- 
clarant won the number of tricks he declared to win he 
scores toward game, in the trick column, the value of all 
the tricks, over six, which he took; 2 points for each 
trick with spades trump, 4 with clubs, 6 Vv^ith diamonds. 



— 16 — 



8 with hearts, and 12 with no-trump. If his declaration 
was doubled he scores, in the trick column, double value 
for the odd tricks won; and also a bonus, in the honor 
column, of 50 points for winning his contract when 
doubled, and 50 points for each trick won over the num- 
ber he declared. If re-doubled the score is re-doubled. 
If the declarant did not win his contract he cannot score 
any points toward game, and his adversaries score 50 
points, in the honor column, for each under-trick, i. e., 
each trick he is short of his contract. If the declaration 
was doubled the adversaries score 100 points for each 
under-trick, and if re-doubled 200 points for each under- 
trick. The declarant's adversaries cannot score any trick 
points toward game, even though they take more than six 
tricks. 

HONORS. Honors are scored, in the honor column, to 
the side originally holding them. The honors in a no- 
trump declaration' are the aces, and in a suit declaration 
the ace, king, queen, jack, and ten of trump. Honors 
are credited to the original holders and their values are 
not affected by doubling or re-doubling. 

CHICANE. If the final declaration is a suit trump 
and any player holds no card of that suit he has chicane; 
and its value, if his partner holds honors, is added to 
such honor score; but, if the adversaries hold honors it is 
deducted from their honor credit. Double chicane is when 
two partners are without trump, in which case double the 
value of chicane is deducted from their adversaries' honor 
credit. Chicane is not affected by doubling or re- 
doubling. 

SLAMS. If either side wins twelve tricks on one deal 
they score little slam, which credits them 20 points, in the 
honor column. If they win thirteen tricks they score 
grand slam, 40 points, in the honor column. Slams are 
not enhanced in value by doubling or re-doubling. 

GAME. If the declarant wins thirty or more trick 
points in any one deal he wins a game, v/hich entitles him 
to 100 points, in the honor column. The increased value 
of tricks from doubling or re-doubling counts toward 



—17— 



game, but not more than one game can be scored on a 
single deal. 

CHECKING THE SCORE. The complete trick and 
honor scores are recorded by both sides on their respec- 
tive score-cards and it is the duty of the north and south 
players at each table to compare such records and see 
that they correspond. 

SECOND ORIGINAL DEAL. On the conclusion of 
the play of the first deal, and the recording and checking 
of the score for the same, each player shuffles his thirteen 
cards and places them in their proper compartment of the 
tray for that deal. That tray is then laid aside or sent to 
the table where it is to be overplayed, and the cards and 
tray for the next deal are taken up. The player to the 
left of the dealer for the last tray is the dealer for the 
current play. The play proceeds as that of the deal just 
described. 

OVERPLAY. When a tray is received for overplay 
it is placed on the table in the position designated by its 
indicator, and each player takes his cards from their re- 
spective compartment. The cards are neither re-shufflled 
nor re-dealt, but the bidding begins at once with the 
player indicated, on the tray, as the dealer. Thereafter 
the play is the same as outlined above. 

SINGLE-TABLE OVERPLAY. In single-table Dupli- 
cate Auction Whist when the original play of the num- 
ber of deals agreed upon has been completed, the trays 
are mixed, new score-cards supplied, and the original 
score-cards laid aside face downward, and are not to be 
referred to until the completion of the overplay. The 
trays are played in their irregular order, but the score 
of each deal is credited to the deal corresponding to the 
tray number. In placing the trays on the table, in single- 
table play, the side indicated as north is placed to the 
east. Otherwise the overplay is identical to that given 
above 



LAWS OF DUPLICATE AUCTION WHIST 
The Match 

1. A match consists of any agreed number of deals, 
each of which is played once only by each player. 

2. The contesting teams must be of the same num- 
ber, but may each consist of any agreed number of pairs; 
one-half of which, or as near thereto as possible, sit north 
and south and the other half east and west. 

3. The match is determined by a comparison of the 
aggregate scores won by the competing teams. Trick and 
honor scores are of equal value in computing the aggre- 
gate score of a team. In case the teams consist of an odd 
number of pairs, each team, in making up their aggre- 
gate score adds, as though won by it, the average score 
of all the pairs seated in the positions opposite to its odd 
pair. 

4. Each side keeps a complete score and it is the 
duty of the north and south players at each table to com- 
pare the scores there made and see that they correspond. 
In case they fail to perform this duty, the east and west 
scores are taken as correct, and the north and south 
scores made to correspond thereto. 

5. In a match between two or more teams, each 
team wins or loses, as the case may be, by the number of 
points which its aggregate score exceeds or falls short of 
the average score of all the competing teams. 

6. In taking averages fractions are disregarded and 
the nearest whole number taken, one-half counting as a 
whole, unless it is necessary to take the fraction into 
account to avoid a tie, in which case the match is scored 
as won by the fraction of a point. 

Scoring 

7. Game must be won from the play of a single 
deal; no two, or more, deals can be combined to win 
game. The winners of game add 100 points, in the honor 
column, to their score. 

8. Only the declarant may score points toward 
game; and he cannot do so unless he has fulfilled his 
contract. 



—19— 



9. When the declarant wins his contract, each trick 
he takes, over six, counts toward game; 2 points with 
spades trump, 4 with clubs, 6 with diamonds, 8 with 
hearts, and 12 with no-trump. 

10. A game consists of thirty points obtained by 
tricks alone, exclusive of any points counted for honors, 
little slam, grand slam, chicane, bonus, or under-tricks. 

11. Every deal is played out and any points in ex- 
cess of the thirty necessary for game are counted; but not 
more than one game can be scored on a single deal. 

12. Any error in the trick score, if proven, may be 
corrected before the conclusion of the deal in which it 
occurs. A deal is concluded when the score has been re- 
corded and checked; or, if the score is not checked, when 
each side has bid or passed once in the play of the follow- 
ing deal; or, if it is the last deal of a match, when the 
score for the match has been agreed upon. 

13. Honors are scored in the honor column to the 
credit oi their original holders. They are the aces with 
a no-trump declaration, and the ace, king, queen, jack, 
and ten of trump with a suit declaration. 

14. A little slam is scored when twelve tricks are 
taken by either side, indei>endently of any tricks taken as 
penalty for a revoke. 

15. A grand slam is scored when thirteen tricks are 
taken by either side, independently of any tricks taken 
as penalty for a revoke. 

16. Chicane is a hand without trump. It is the 
rule, if partners, one of whom has chicane, score honors, 
to add the value of chicane to such honor score; and, if 
the adversaries score honors, to deduct that value from 
their honor credit. Should two partners hold chicane, 
double the value of chicane would be deducted from the 
aldversaries' honor credit. 

17. The following table gives the various honor 
values: 



ooo oo oooo 



o 



o 
o 



i:pcvl'*t<<MOOOOJ£)0000 



"^OOcjDOOOOOOtJhOOOO 



. 

© 
$-1 o ^ 

o ^ o 

O 5C o 

«^ «^ «2 

g S ^ 
o 

a.S .S 



03 * 

ft ; 

O ?H 

<^ 

m 

9 03 S 

O 



^ O M CP 



o 

PI .2 .9 



2 £ 2 £ 



o o 
o o 



m xji ^ 
O O c6 



^ O O 

m 



O O O rrt 



03 



CO Tt< to US ^ 

d d d d d .t^ 

<1 <1 <j <1 »-| 



o3 m 



' - ' ' f3 



03 



^ d d 
d 3 j3 



dS 
S3 

OOOW w w w 



d o o o 
o3 o3 c3 



d 
d 
o 



—21— 



18. Doubling and re-doubling does not affect the 
value of honors, little slam, grand slam, chicane, or honors 
scored for game. 

19. Any error in the honor score, if proven, may be 
corrected at any time before the score of the match has 
been made up and agreed upon. 

Cutting 

20. In cutting to decide any advantage, the person, 
or persons, cutting the lowest card, or cards, have the 
preference; ace, in cutting, is the lowest card, and be- 
tv/een cards of otherwise equal value the heart is lowest, 
diamond next, club next, and spade highest. 

21. Every player must cut from the same pack. 

22. Should a player expose more than one card, the 
highest card exposed is his cut. 

23. Drawing cards from the outspread pack may be 
resorted to in place of cutting. 

Foiming the Tables 

24. Tables may be formed by cutting or by agree- 
ment. 

25. In forming a table, or tables, preference is 
given to those first in the room. Should two or more 
arrive at the same time, and both or all such late 
arrivals not be needed to complete the match, the 
preference among them is determined by cutting. 

2^) In single-table duplicate a complete table 
consists of six; the four having the preference play. 
Partners are determined by cutting; the highest two 
play against the lowest two; the lowest has the choice 
of seats. 

27. In two-table duplicate, if the tables are 
formed by cutting, the four cutting the four lowest 
cards play at one table and the four next lowest at the 
other table. The highest two at one table are partners 
with the lov/est two at the other table. The highest 
two at each table sit north and south; the lowest two 
east and west. 



—22— 



28. At the end of a match if admission is claimed 
by one or more candidates, the plaj^er or players who 
have played the least number of consecutive matches 
remain in; but if all have played an equal number, 
they must cut to decide who remains. 

29. The right to succeed any player who may 
retire is acquired by announcing the desire to do so, 
and such announcement constitutes a prior right to the 
first vacancy; except Y^^here two or more applicants to 
the original formation of a match cut to form such 
match and lose, he Who cut the lowest card has the 
first right of entry, he who cut second lowest has 
second right, etc. 

Rights of Entry 

30. A candidate who desires to enter a table 
must announce such intention before any player at the 
table cuts a card to begin a new match, or for cutting 
out. 

31. Candidates who have not played at any other 
table have the preference in the formation of new 
tables. Those who have already played must decide 
their right of preference by cutting. 

32. Should one or more players belonging to 
another table assist in making up a new one, at the 
conclusion of the first match they shall remain in and 
the new players at such table shall be the first to go 
out, unless the former have signified their intention of 
returning to their original table as soon as their places 
can be filled. Failure to signify such intended re- 
turn to his original table shall forfeit a player's prior 
right of entry into the same. 

33. Any player may, with the consent of the 
other three, appoint a substitute to play during his 
absence, should he for any reason quit the table during 
the progress of a match; but the appointment can be 
for that match only, and does not in any way affect 
the substitute's rights. 

3 4. If a table be broken up, the players thereat, 
who desire to continue play, have a prior right at 



—23— 



other tables, unless there are candidates sufficient to 
re-form their table. 

Shuffling 

3"). Before every original deal the cards must be 
shuffled. 

36. The pack must be shuffled in view of all the 
players and in such manner that the face of no card 
can be seen. 

3 7. Each player has the right to shuffle. 

3 8. The dealer may shuffle last, and, should a 
card be seen during the shuffling, or while giving the 
pack to be cut, he must re-shuffle. 

3 9. A pack must not be shuffled during the play 
of a deal. 

Cutting to the Dealer 

40. The dealer must present the pack to his right 
had adversary to be cut; the adversary, in cutting, 
must leave at least four cards in each packet. If a 
card is exposed in cutting or in reuniting the packets, 
the pack must be re-shuffled by the dealer and cut 
again; or, if there is any confusion of the cards, or 
doubt as to where the pack was separated, there must 
be a new cut. 

41. The player cutting the cards can cut the 
same but once, unless the dealer re-shuffles the pack. 

4 2. If the dealer re-shuffles the pack after it has 
been properly cut, it must be cut again. 

Dealing. 

43. When the pack has been properly cut and 
reunited, the dealer must distribute the cards from the 
top of the pack, one at a time, face downward on the 
table, to each player in regular rotation, beginning at 
his left, and progressing always to the left of the 
player to whom the last preceding card was dealt. 

44. The deal is not completed until the last card 
has been dealt. 

45. There is no penalty for a misdeal; the cards 
must be redealt by the same player. 



—24— 



46. Each player deals in his turn, the deal progress- 
ing to the left. 

47. The same player must redeal: 

A. If any card is exposed during the deal. 

B. If any card is faced in the pack. 

C. If, during the deal or during the original 
play of the deal, the pack is proven in- 
correct or imperfect. 

D. If the dealer makes an error in dealing 
and then deals another card before correct- 
ing the error. 

E. If the dealer omits to have the pack 
cut and either adversary calls attention to 
the fact before the completion of the deal; 
provided neither adversary has looked at 
any of his cards. 

P. If the last card does not come in its 
regular order to the dealer. 

G. If the deaJer fails to begin at his left 
and deal the fifty-two cards into four equal 
packets, one at a time, in regular rotation, 
progressing always to the left. 

H. If the dealer counts the cards on the 
table or in the remainder of the pack. 

I. If the dealer looks at any card before 
fifty-one cards have been dealt. 

48. There may be a new deal if any player, other 
than the dealer, exposes a card before the deal has 
been completed. Either adversary may claim a new 
deal, if such adversary has not looked at any of his 
cards. If a new deal is not demanded the exposed 
card is not liable to be called. 

49. A player dealing out of turn may be corrected 
before the last card is dealt; otherwise the deal must 
stand and the game proceed as if the deal had been 
correct. 

50. A player can neither shuffle, cut, nor deal 
for his partner without the permission of his ad- 
versaries. 



—25— 



Irregularities in the Hands 

51. If a player is found to have either more or 
less than the correct number of cards, the course to be 
pursued is to be determined by the time at which the 
irregularity is discovered. 

A. Where the irregularity is discovered be- 
fore or during the original play of the 
deal, there must be a new deal. 

B. Where the irregularity is discovered 
when the deal is taken up for overplay, 
and before such overplay has begun, the 
deal in which the irregularity is discovered 
must be sent back to the table from which 
it was last received, and the error be 
rectified there. 

C. Where the irregularity is not discovered 
until after the overplay has begun; in two- 
table duplicate there must be a new deal; 
but, in a match in which the same deal is 
played at more than two tables, the error 
must be rectified as above, and the tray 
then passed to the next table, without 
overplay at the table at which the irre- 
gularity v/as discovered; in which case, 
each team at such table takes the average 
score for that deal. 

Declaring Trump 

52. The dealer must declare to win at least one 
odd trick, either with a suit trump or with no-triimp. 

53. After the dealer has made his declaration, 
each player in turn, from, right to left, has the right 
to pass, over-bid the last declaration, double the last 
declaration if made by an adversary, or re-double a 
declaration which has been doubled by an adversary. 

54. As between declarations of equal point value, 
the declaration of the greatest number of tricks is the 
highest, e. g., as between '*one heart" and "two clubs'* 
the latter is the higher; and as between "one no- 
trump," "two diamonds," and "three clubs," the last 
Is the highest and the "one no-trump" is lowest. 



—26— 



55. Any player may pass, over-bid, double, or re- 
double, within the law, so long as no three players 
have passed consecutively. 

5 6. When three players pass consecutively, the 
last declaration made becomes the final declaration and 
the right to play the combined hands rests with the 
partners making such declaration; of such partners the 
one who first declared that suit, or no-trump, plays 
the cards and is known as the declarant, his partner 
becoming dummy. 

5 7. If a player passes, over-bids, doubles, or re- 
doubles out of turn, the adversary on his right may 
ignore such action and make any declaration he might 
lawfully have made in regular turn; and, if such ad- 
versary do other than pass the offender cannot be 
punished, and bids in his regular order; but, should 
such adversary pass, the offender's declaration stands 
and his partner is debarred from making any declara- 
tion, unless an adversary over-bids, doubles, or re- 
doubles the offender's declaration. 

58. A player who declares an insufficient number 
of tricks to over-bid the previous declaration is con- 
sidered to have bid the requisite number of tricks in 
the bid v/hich he has made, unless either of his ad- 
versaries m_ake a higher declaration, double, or pass 
the insufiicient declaration. When the insufficient 
declaration is corrected to the requisite number of 
tricks in the bid, the partner of such declarer is de- 
barred from making any further declaration, unless an 
adversary makes a higher declaration or doubles. 

59. A declaration once made cannot be altered, 
unless it has been doubled or a higher declaration 
made. 

60. If any pla.yer exposes a card, or calls atten- 
tion to the score, before the final declaration has been 
determined, the partner of the player in fault forfeits 
his right to bid, unless an adversary over-bids, doubles, 
or re-doubles. 

61. At any time before the trump declaration has 
been finally determined, a player has the right to learn 



—27— 



the previous bids; but, after the nnal declaration has 
been decided, a player is not entitled to give his part- 
ner any information as to a previous declaration, 
whether made by himself or by an adversary; but a 
player is entitled to learn, at any time during the play 
of the deal, vvhat was the final declaration. 

Playing 

62. When the final declaration has been decided 
the play begins, and the player on the left of the de- 
clarant leads. 

63. Each player, when it is his turn to play, must 
place his card face upward before him and toward 
the center of the table, and allow it to remain upon the 
table in this position until all have played to the trick, 
when he must place it face dov/nward and nearer to 
himself; placing each successive card, as he turns it, 
on top of the last card turned by him, and with its 
ends toward the winners of the trick. After he has 
played his card, and also after he has turned it, he 
must quit it by removing his hand. 

6 4. Any player during the play of a trick and 
before the cards are turned and quitted, may have the 
cards faced before their respective players. 

65. A trick is turned and quitted when all four 
players have turned and quitted their respective cards. 

66. The cards must be left in the order in which 
they were played and quitted, until the scores for the 
deal are recorded and checked. 

67. During the play of a deal a player must not 
pick up or turn another player's card. 

6 8. When the deal has been played the cards of 
the respective players must be placed in the tray face 
dov/nward. 

69. When the declarant fulfills his contract, i. e., 
takes the number of tricks he declared to take, he 
scores the full value of all the tricks he won. Should 
he fail to fulfill his contract, his adversaries score 50 
points, in the honor colum, for each under-trick, i. e., 
each trick he is short of his contract; provided, that 



—28— 



on the declaration of one spade, whether doubled or 
not, unless re-doubled, the maximum score for the 
adversaries for under-tricks is 100 points. 

Doubling and Re-Doubling 

70. The effect of doubling is: 

A. That the value of each trick, over six, is 
doubled. 

B. That the adversaries' honor score for 
each under-trick is doubled, hence 100 
points. 

C. That should the declarant fulfil his con- 
tract he scores a bonus of 50 points, in 
the honor column, and an additional bonus 
of 50 points, in the honor column, for each 
trick Tv'on in excess of the number he de- 
clared. 

D. To re-open the bidding. 

71. The effect of re-doubling is: 

A. That the value of each trick, over six, is 
quadrupled. 

B. That the adversaries' honor score for 
under-tricks is quadrupled, hence 200 
points. 

C. That the declarant's bonus is doubled, 
hence 100 points for contract, and the 
same for each over-trick. 

D. To re-open the bidding. 

72. Doubling or re-doubling does not alter the 
bidding value of a declaration, e. g., a declaration of 
''three hearts" is higher than "tv/o no-trump," even 
though the no-trump declaration may have been 
doubled, or re-doubled. 

73. A player cannot double his partner's declara- 
tion, or re-double his partner's double, but he may re- 
double an adversary's double of a declaration by his 
partner or himself. A re-double cannot be re-doubled. 

Dummy 

74. When the player to the left of the declarant 
has led, dummy places his cards face upward on the 



—29— 



table in front of him and thereafter takes no part in 
the play, except to turn and quit his card at the con- 
clusion of each trick play, and, that he has the right: 

A. To ask the declarant whether he has any 
of a suit which . he may have renounced. 

B. To call attention to the fact that more 
or less than four cards have been played 
to a trick. 

C. To correct the claim of either adversary 
to a penalty to which he is not entitled. 

D. To call attention to a trick being er- 
roneously scored by either side. 

E. To correct an erroneous score. 

75. Should dummy call attention to any other 
incident of the play, in consequence of which any 
penalty might have been exacted, such penalty cannot 
be enforced by the declarant. 

76. If dummy touches a card or otherwise sug- 
gests the play of a card from his hand, either ad- 
versary may, without consultation, call upon the de- 
clarant to play or not to play the card suggested. 

77. Dummy is not liable to the penalty for a 
revoke; should he revoke and the error not be dis- 
covered until the trick is turned and quitted the trick 
must stand. 

78. A card from dummy's hand is not played 
until actually quitted. 

Cards Exposed Before Play. 

79. If, after the final declaration has been de- 
termined and before a card is led, the adversary on 
the declarant's right exposes a card from his hand, the 
declarant may, instead of treating the card as liable 
to be called, require the leader not to open that suit. 

Cards Exposed During Play 

80. All cards exposed after the original lead are 
liable to be called, and such cards must be placed face 
upward on the table and left thus until played. 

81. The following are exposed cards: 



— 30 — 



A. Any card dropped on tlie table, face up- 
ward, even if it is picked up so quickly 
that it cannot be named. 

B. Any card so held by a player that his 
partner can see any portion of its face. 

C. Any card thrown with the card led or 
played to the current trick. The player 
must indicate the card led or played. 

D. All the cards in a hand which is lowered or 
shown by a player so that his partner can 
see more than one card of the same. 

E. Any card named by the player holding it. 

82. Any card dropped elsewhere than upon the 
table, or held so that the adversary but not the part- 
ner can see it, is not an exposed card. 

83. If either or both of the declarant's adversaries 
throw his or their cards on the table face upward, 
such cards are exposed and are liable to be called; 
but if either^ adversary retains his hand he cannot be 
forced to abandon it. 

84. Cards exposed by the declarant are not liable 
to be called. 

85. If a player, other than the declarant, leads a 
card better than any his adversaries hold of the suit, 
and then exposes one or more other cards without 
waiting for his partner to play, the latter may be 
called upon by the declarant to take, if he can, the 
first trick; and should he do so, the declarant may 
either require him not to lead that suit, in which case 
no further penalty attaches, or the declarant may per- 
mit him to lead as he pleases and treat the exposed 
card, or cards, as liable to be called. 

86. If any player other than the declarant says, 
*'I can win the rest," "The rest are ours," "We have the 
game," or words to like effect, his partner's cards must 
be laid upon the table, face upward, and are liable to 
be called. 

87. If the declarant says, "I can win the rest," 
or words to like effect, his adversaries are not liable to 
have any of their cards called should they thereupon 



— 31— 



expose them, and the declarant is debarred from mak- 
ing any finesse not previously announced or established. 

88. If any player says, "I have the rest," ''You 
have the rest," or any similar phrase, and all three 
players throw their hands upon the table, face up- 
vrard, the result of the deal, as claimed or admitted, is 
established, and no further play of that deal is per- 
mitted; provided, that if a revoke is discovered the 
revoke penalty may be enforced. 

Leads Out of Turn 

89. If either of the declarant's adversaries leads 
out of turn, the declarant may call a suit as soon as it 
is the turn of either adversary to lead, or may treat 
the card so led in error as liable to be called. 

90. If the declarant leads out of turn, either 
from his own hand or from dummy's, he incurs no 
penalty; but he may not rectify the error after the 
second hand has played to the trick, except with the 
consent of such second player. 

91. If any player leads out of turn and the 
other three follow, the trick is complete and the error 
cannot be rectified; but if only the second, or the 
second and third, play to the false lead, their cards may 
be taken back; there is no penalty against any except 
the original offender, who, if he is one of the declar- 
ant's adversaries, may be penalized as provided in Law 
89. 

92. Either of the declarant's adversaries may call 
his partner's attention to the fact that he is about to 
play or lead out of turn; but if, during the play of a 
deal, he makes any unauthorized reference to any in- 
cident of the play, or to any bid previously made, the 
declarant may call a suit from the adversary whose 
turn it is next to lead. 

93. When a trick has been turned and quitted it 
must not again be seen until after the deal has been 
played, except as provided in Law 99. A violation of 
this law subjects the offender's side to the same pen- 
alty as in case of a lead out of turn. 



— 32— 



94. If a player is called on to lead a suit, and has 
none of it, the penalty is paid. 

Playing Out of Turn 

95. If the third hand plays before the second, 
the fourth hand also may play before the second. 

96. If the third hand, being declarant or dummy, 
has not played and the fourth hand plays before 
the second, the latter may be called upon by the de- 
clarant to play his highest or lowest card of the suit 
led, or, if he has none, to trump or not to trump the 
trick. 

9 7. If an adversary, prior to his partner playing, 
calls attention in any manner to the trick or to the 
score, the declarant may require the offender's partner 
to play his highest or lowest of the suit led, or, if he 
has none, to trump or not to trump the trick. 

Cards Played in Error 

98. If any player fails to play to a trick, and the 
error is not corrected before he has played to the next, 
the surplus card at the end of the deal is considered to 
have been played to the imperfect trick, but does not 
constitute a revoke. 

99. If any player, except dummy, plays two or 
more cards to one trick and the error is not carrected, 
he is responsible for any consequent revokes he may 
make. If the error is detected during the play, the 
tricks may be counted face downward, to see if any 
contain more than four cards; should this be the case, 
the trick which contains a surplus card or cards may 
be examined, and such card or cards restored to the 
original holder, who shall be liable for any revoke he 
may meanwhile have made. 

Revoke 

100. A revoke occurs when any player, except 
dummy, holding a card or cards of the suit led, plays 
a card of a different suit. It becomes an established 
revoke when the trick in which it occurs is turned and 



— 33 — 



quitted : or if either the revoking player or his partner, 
whether in turn or otherwise, leads or plays to the 
following trick. 

101. The penalty for each established revoke is: 

A. When the ♦ declarant revokes he cannot 
score any trick points, and the adversaries 
add 150 points to their score, in the honor 
column, in addition to any score for under- 
tricks. 

B. If either of his adversaries revoke the 
declarant may either add 150 points to his 
score, in the honor column, in addition to 
any bonus score he may earn, or he may 
take three tricks from his opponents and 
add them to his own; tricks so taken may 
assist the declarant to win his contract, 
but cannot assist him to score any bonus, 
if the declaration has been doubled or re- 
doubled, or to score little slam or grand 
slam. 

C. When more than one revoke is made by 
one side during the play of a deal, the 
penalty for each revoke made by them, 
after the first, is 100 points scored by their 
adversaries, in the honor column. 

102. A player may ask his partner if he has a 
card of the suit which he has renounced. At any time 
before the trick is turned and quitted, a player may 
ask an adversary if he has any of the suit lead to that 
trick, and can require the error to be corrected in case 
such adversary is found to have any of the said suit. 

103. If a player corrects his mistake in time to 
save a revoke, any player who has played after him 
may withdraw his card and substitute another, and the 
card or cards so withdrawn are not liable to be called. 
If the player in fault is one of the declarant's adver- 
saries, the declarant may require the offender to play 
his highest or lowest of the suit to the trick, or the 
declarant may elect to treat the card so exposed as 
liable to be called. If the player in fault is the de- 



—34— 



clarant, the adversary on his left may require him to 
play his highest or lowest of the suit which he has 
renounced, provided both of the adversaries have 
played to the current trick; but this penalty cannot be 
exacted from the declarant when he is fourth to play, 
and it can never be enforced with dummy. 

104. If a player is lawfully called upon to play 
his highest or lowest of a suit, or to trump or not to 
trump a trick, or to lead or not to lead a suit, and 
unnecessarily fails to comply, he is liable to the same 
penalty as if he had revoked, unless such failure is 
corrected before the trick is turned and quitted; and 
then the card played in error is liable to be called. 

105. At the end of a deal the claimant of a re- 
voke may search all the tricks. If the cards have been 
mixed, the claim may be urged and, if possible, proven; 
but no proof is necessary and the claim is established 
if, after it has been made, the accused player or his 
partner mixes the cards before they have been examined 
to the satisfaction of the adversary claiming the 
penalty. 

106. A revoke may be claimed at any time be- 
fore the last trick of the deal in which it occurs has 
been turned and quitted and the scores for that deal 
recorded, but not thereafter. 

107. A player having a card liable to be called 
must not play another until the adversaries have stated 
whether or not they wish to call the card liable to the 
penalty. If he plays another card without awaiting 
the decision of the adversaries, such other card is also 
liable to be called. 

108. A plainer must lead or play any card law- 
fully called, provided he can do so without revoking. 
The call may be repeated until the card is played. A 
player cannot be prevented from leading or playing a 
card liable to be called, and if he can get rid of it in 
the course of play no penalty remains. 

109. In all cases where a penalty has been in- 
curred, the offender must await the decision of the ad- 
versaries. If either of them demands or waives a 



—35— 

penalty to which they are entitled, such decision is 
final; but if a wrong adversary demands the penalty, 
or a wrong penalty is demanded, none can be enforced. 

110. There must not be any consultation between 
partners as to the enforcement of penalties. If they do 
consult the penalty cannot be enforced. 

Xew Cards 

111. Unless a pack is imperfect no player has the 
right to call for a new pack. 

112. A card, or cards, torn or marked must be 
replaced by agreement, or a new pack furnished. 

By-Standers 

113. A by-stander, by agreement among the play- 
ers, may decide any question, but he must on no ac- 
count say anything unless appealed to; if he makes any 
remark which calls attention to an oversight affecting 
the score, or to the exaction of a penalty, he is liable 
to be called upon by the players to pay the stakes of 
the match. 

Single-Table, or Memory Duplicate 

'ihe Laws of Duplicate Auction Whist govern, 
where applicable, except as follows: 

114. Each player plays every deal twice, the 
second time playing a hand previously played by an 
adversary. 

115. When the trays are placed on the table for 
overplay the north side of each tray is placed to the 
east. 

116. On the overplay the cards may be gathered 
into tricks instead of playing them as required by Law 
63. 

117. In case of the discovery of an irregularity 
in the hands there must always be a new deal. 



ETIQUETTE OF THE GAME 

The etiquette of Duplicate Auction Whist is the 
observance of conventional rules, founded on good 
manners, for the disobedience of which there cannot 
well be exacted any specified penalties. The courtesy 
which marks the intercourse of ladies and gentlemen 
should guarantee the observance of the following rules: 

1. Do not touch any of your cards before the 
completion of the deal, and do not in any manner 
interrupt or confuse the dealer. 

2. Do not, by word, gesture, or any other means, 
give any information not lavvfully given under the 
laws of the game. 

3. Do not, by word or manner, show approval or 
disapproval of any declaration or play. 

4. Do not converse with another player or a by- 
stander, during play; it may be annoying to the other 
players. This is especially true as to dummy, who 
should be in very truth dumb. 

5. Do not ask for information of any kind simply 
to call your partner's attention to the same. If you do 
not desire the information for your own and sole bene- 
fit, keep still. 

6. Do not play and turn your cards with one 
motion. Quit every card after its play and give every 
player an opportunity to see it. 

7. Do not play impulsively. Try to cultivate uni- 
formity. Show neither haste nor hesitation in your 
bidding and your playing. 

8. Do not lead to a trick until the previous trick 
has been turned and quitted; it is confusing to your 
adversaries and may give information of strength, or 
weakness, to your partner. 

9. Do not ask advise of a by-stander; play your 
own hand. 

10. Do not, if a by-stander, give advice, either 
solicited or unsolicited, except when called upon by all 
the players of a table, or match; then answer their 
question, or questions, clearly and specifically, to the 



—37— 



best of your ability, but volunteer no further infor- 
mation. 

11. Do not, if a by-stander, comment on the play 
or refer in any manner to the same, whether to a 
player or to another by-stander. 

12. Do not complain at the enforcement of a 
penalty against you; know the laws and abide by them, 
asking favors of no one. 

13. Do not intentionally incur a penalty, and do 
not intentionally make a second revoke in an attempt 
to cover up a first 

14. Do not leave your seat when dummy; it is 
inconvenient for your partner to turn and quit your 
cards, and for him to do so delays the game. 

15. Do not discuss the play of a deal at its con- 
clusion; your comments may heard at the table to 
overplay that deal, either to the benefit or detriment 
of your side. Furthermore, the discussion may dis- 
turb those engaged in play at a neighboring table. 

16. No not display undue elation or chargin over 
the results of a deal or of the match. Take your 
successes and your defeats calmly; the opposite will 
be your portion some day. 

17. Do not call attention to the fact that you 
won tnrough an error in play on the part of an ad- 
versary; to do so is to admit your success due to your 
opponents lack of ability rather than to any skill you 
may possess. 

18. Do not complain of a poor hand; if you must 
be consoled, remember the opposing team will have to 
play the same cards, if they have not already done so. 

19. Do not volunteer advice; your partner may 
be a better player than yourself; and, unsolicited ad- 
vice is rarely appreciated. 

20. Do not criticise your partner's play after you 
have seen all the cards; you will very likely do him 
an injustice if you attempt such criticism. Do not 
criticise at all; but, if you must, at least criticise 
fairly. 



MAY 22 1912 



iiliiiH ^ 

020 567 534 6 



